Hi, first post here. I am moving from Unity to Unreal. I can create shaders by coding or by using graph editors etc.
The first problem I am facing, it is hard to understand a default pipeline of how to work with Materials in Unreal.
My use case: I need to create custom Uber shader, where I have many texture and variable inputs. Then I need to use this shader on the whole game level, as I need to control all materials via code- they have the same input fields, so it is easy, to lets say, to change colour of everything in the level.
In Unity that would be creating a shader via code or Graph Editor. Then I can create as many materials as I want and use that shader. I can also change any Material to use that shader. The later, is actually what I need at this point - I am importing many models and I want to assign that “shader” to all materials that were imported automatically with each model.
My problem is that I do not know how to do it. It seems in Unreal that every material is it’s own instance? It would take too long to open material editor, then create common logic (or copy paste) from the main material. Can I assign let’s say main material logic, which has all parameters I need to every individual material that was imported automatically via fbx? Also, when I “assign” that main logic to every material, can it be easier than opening every individual material? - Lets say I have ~1000 materials and I need to do it to every material.
In Unity that would be a single mouse click - changing a shader on selected materials.
P.s. I watched many tutorials at this point, and non covers this simple thing. Thank you.